- We Are So Dead seance coop supports coordinated online teams of 2–6 players.
- Living players explore, carry relics, and prepare the banishment ritual.
- Ghosts can see demons, locate hidden dangers, scout relics, and guide survivors.
- The Ouija Board supports yes-or-no answers and letter-by-letter messages.
- Main objective: discover the demon’s rules and true name, then banish it before sunrise.
We Are So Dead Seance Coop: Core Gameplay Loop
We Are So Dead seance coop is built around two connected roles: living investigators and dead teammates who continue helping as ghosts. The team explores a haunted house, identifies the current demon’s behavior, locates the relics needed for the ritual, and communicates hidden information before sunrise.
The game is currently in Steam Early Access, released on August 17, 2026. The available progression includes nine floors and nine demons, while future updates may expand the house and its supernatural encounters. Check the official Steam page for the current version details.
| Team Element | Primary Responsibility | Why It Matters |
|---|---|---|
| Living players | Explore, retrieve relics, and perform physical objectives | They can directly interact with objects needed for progression |
| Ghost players | Scout, identify demons, and reveal hidden dangers | They see information that living players may not detect |
| Ouija Board | Connect ghost discoveries with the living team | It enables answers, directions, and letter-based messages |
| Seance board | Support ritual preparation | Recovered relics and demon information must be brought back |
| Sunrise timer | Limit the investigation window | Teams must prioritize progress instead of exploring endlessly |
The most important mindset is that death changes a player’s job rather than ending their contribution. A newly dead player should immediately become a scout, danger watcher, or communication assistant. This creates a growing information network while the surviving players handle physical tasks.
Assign every player a responsibility before the group spreads out. A simple split between scouting, relic retrieval, ritual support, and communication reduces duplicated work.
Living Investigators
- Search accessible areas
- Carry physical relics
- Protect the objective carrier
- Return items to the seance board
Ghost Scouts
- See demons and hidden dangers
- Search for relic locations
- Move through players
- Signal with doors, lights, and screams
Communication Lead
- Keep the Ouija Board organized
- Confirm short answers
- Record letter sequences
- Relay the demon’s true name
Step-by-Step Banishment Walkthrough
A successful run follows a repeatable investigation structure, but the current demon’s rules can change between sessions. Use the sequence below as a framework rather than memorizing one fixed solution.
Explore the Starting Area
After spawning, divide the team into manageable groups and begin learning the layout. Look for routes, useful rooms, suspicious activity, and places where the team may need to return during the ritual.
Investigate the Current Demon
Do not assume that the previous run’s behavior applies again. Watch for unusual events and use ghost players to identify threats that living investigators cannot easily see.
Locate the Required Relics
Ghosts should scout for hidden objectives and guide living teammates toward them. Living players then travel to the marked area, collect the physical relic, and protect the carrier on the return trip.
Communicate Through the Ouija Board
Bring the necessary players to the Ouija Board and begin with short yes-or-no questions. Use letter spelling only when the team needs a specific location, warning, or name.
Confirm the Demon’s True Name
Record each letter carefully and repeat the result aloud. The true name is a key part of the final banishment process, so one missed letter can create confusion at the ritual stage.
Complete the Ritual Before Sunrise
Once the team understands the demon’s rules and has recovered the required relics, return to the seance board. Coordinate the final actions quickly while ghosts continue watching for danger.
| Phase | Living Team Focus | Ghost Team Focus | Completion Signal |
|---|---|---|---|
| Opening | Learn routes and search rooms | Scout ahead and identify threats | Team understands the area |
| Investigation | Observe events and record clues | Watch demons and hidden dangers | Current rules become clearer |
| Relic search | Reach marked locations and carry items | Locate objectives and guide movement | Relic reaches the seance board |
| Communication | Interpret the planchette | Answer questions and spell messages | Information is repeated and confirmed |
| Banishment | Perform the physical ritual | Warn, scout, and support communication | Demon is banished before sunrise |
A good team avoids spending too long on optional exploration once it has enough information to advance. If a player dies, pause briefly to assign a new ghost task instead of treating the death as a failed run.
The demon’s true name should be confirmed letter by letter. Guessing from an incomplete message can waste valuable time during the final banishment attempt.
Ghost and Living Role Guide
The strongest co-op groups treat the two roles as complementary rather than separate. Living players have direct access to physical objectives, while ghosts provide safer reconnaissance and supernatural information.
| Role | Can Prioritize | Best Team Contribution | Common Mistake |
|---|---|---|---|
| Living player | Relic retrieval and route clearing | Carry objectives and maintain ritual progress | Entering unknown rooms without a ghost warning |
| Ghost player | Demon spotting and forward scouting | Reveal danger before survivors commit | Following the living group instead of scouting |
| Living communicator | Ouija interpretation and note-taking | Keep messages organized and confirmed | Allowing several people to interpret at once |
| Ghost communicator | Planchette movement and answers | Pass concise information to survivors | Sending long, unclear messages under pressure |
Ghost abilities are most useful when they support a clear objective. Flickering lights, opening doors, and screaming can attract attention, but environmental signals work best when the group agrees on their meaning. For detailed information, use the Ouija Board and keep the message focused.
Scout
Move ahead of the living team and inspect rooms, routes, and objective areas.
Warn
Identify demons or hidden dangers before survivors enter or commit to a route.
Guide
Use doors, lights, screams, and Ouija messages to direct living players.
Continue
Stay active after death by searching, observing, and supporting the banishment.
Living players should avoid scattering too widely when a relic has been found. The carrier is vulnerable because the objective must reach the ritual area, so another player should help watch the route while ghosts scout ahead.
When a teammate becomes a ghost, immediately give them a task: scout a floor section, locate a relic, watch a dangerous room, or support Ouija communication.
Ouija Board Communication Tips
The Ouija Board is the team’s most precise connection between the dead and living sides. It can provide yes-or-no responses and spell messages by moving the planchette across letters. Because the process takes attention and time, communication discipline matters as much as exploration.
Create One Communication Group
Ask the living players who need the information to gather around the board. One person should lead the questions while another records answers or letters.
Ask Yes-or-No Questions First
Start with questions that reduce uncertainty quickly, such as whether a route is dangerous or whether a room contains a relevant objective.
Confirm Each Answer
Repeat the answer before moving to the next question. This prevents multiple players from acting on different interpretations of the same signal.
Use Short Letter Messages
Spell only the information the team needs immediately. Locations, directions, warnings, and the demon’s name should take priority over long explanations.
Repeat Critical Information
Read the demon’s name and important locations back to the ghost communicator. Confirmation is especially valuable when the team is under pressure.
| Message Type | Recommended Format | Example Use |
|---|---|---|
| Confirmation | Yes-or-no question | Check whether a room or route is dangerous |
| Direction | Short location plus action | Identify where a living player should move |
| Warning | Danger plus location | Stop the team from entering a threatened area |
| Objective | Relic plus location | Guide the retrieval team to a hidden item |
| Final clue | Letter-by-letter name | Provide the demon’s true name for banishment |
Keep the board session orderly. Long questions, overlapping voices, and unconfirmed letters make the planchette harder to interpret. If the team is losing time, return to the highest-value information: relic locations, danger warnings, and the name required for banishment.
Use the Ouija Board for information that changes the team’s next action. Short, confirmed messages are more useful than lengthy descriptions.
Ouija Board Readiness:
- Bring the required living players to the board
- Choose one person to lead questions
- Start with simple yes-or-no messages
- Record and repeat important letters
- Confirm the demon’s true name before banishment
Floors, Progression, and Session Checklist
We Are So Dead currently presents a nine-floor haunted-house progression. Successfully banishing a demon advances the team to the next floor, making each clear part of a larger climb rather than an isolated investigation.
| Floor Range | Progression Role | Recommended Focus |
|---|---|---|
| Floor 1 | Starting point | Learn exploration, ghost support, relic recovery, and banishment |
| Floors 2–4 | Early progression | Improve communication and avoid repeating unsafe assumptions |
| Floor 5 | Midpoint | Balance survival, scouting, relic transport, and ritual preparation |
| Floors 6–8 | Late progression | Use multiple ghosts as a coordinated information network |
| Floor 9 | Final listed floor | Apply the full living-and-ghost workflow under time pressure |
The exact details of individual floors and demon encounters may develop during Early Access. For current changes, consult the Steam Community hub and the developer’s official website. The official Discord is also listed as a feedback and community channel: join the We Are So Dead Discord.
Before Starting a Floor:
- Confirm the group has between two and six players
- Test voice communication and agree on short callouts
- Assign living, ghost, scouting, and relic responsibilities
- Decide who will record Ouija Board messages
- Set the goal of banishing the demon before sunrise
The best progression habit is to review the previous run without assuming its rules are permanent. Identify where communication failed, which routes wasted time, and whether the living team protected relic carriers effectively. Then adjust the next floor’s assignments.
Clear each floor by prioritizing information and ritual progress. Exploring every corner is less valuable than finding the correct relics, learning the current rules, and finishing before sunrise.
Q: What is the main objective in We Are So Dead seance coop?
The team must investigate the current demon, locate the required relics, discover its true name, and complete the banishment ritual before sunrise.
Q: What happens when a living player dies?
The player becomes a ghost and can continue helping. Ghosts can see demons, identify hidden dangers, scout relic locations, and communicate with living teammates.
Q: How does the Ouija Board work?
Ghosts can move the planchette to provide yes-or-no answers or spell messages across letters. Living players should ask short questions and confirm critical information.
Q: How many players and floors are currently available?
The game supports online co-op for 2–6 players and currently lists nine floors. It is in Early Access, so future updates may expand the available content.